2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71 * so upload them above that
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
76 /* ARB_program_shader private data */
77 struct shader_arb_priv {
78 GLuint current_vprogram_id;
79 GLuint current_fprogram_id;
80 GLuint depth_blt_vprogram_id;
81 GLuint depth_blt_fprogram_id[tex_type_count];
82 BOOL use_arbfp_fixed_func;
83 struct wine_rb_tree fragment_shaders;
92 struct shader_arb_ctx_priv {
95 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
97 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
99 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
103 const struct arb_vs_compile_args *cur_vs_args;
104 const struct arb_ps_compile_args *cur_ps_args;
105 struct list if_frames;
109 struct arb_ps_compile_args {
110 struct ps_compile_args super;
111 DWORD bools; /* WORD is enough, use DWORD for alignment */
114 struct arb_ps_compiled_shader {
115 struct arb_ps_compile_args args;
119 struct arb_pshader_private {
120 struct arb_ps_compiled_shader *gl_shaders;
121 UINT num_gl_shaders, shader_array_size;
124 struct arb_vs_compile_args {
125 struct vs_compile_args super;
126 DWORD bools; /* WORD is enough, use DWORD for alignment */
129 struct arb_vs_compiled_shader {
130 struct arb_vs_compile_args args;
134 struct arb_vshader_private {
135 struct arb_vs_compiled_shader *gl_shaders;
136 UINT num_gl_shaders, shader_array_size;
139 /********************************************************
140 * ARB_[vertex/fragment]_program helper functions follow
141 ********************************************************/
144 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
145 * When constant_list == NULL, it will load all the constants.
147 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
148 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
150 /* GL locking is done by the caller */
151 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
152 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
154 local_constant* lconst;
158 if (TRACE_ON(d3d_shader)) {
159 for(i = 0; i < max_constants; i++) {
160 if(!dirty_consts[i]) continue;
161 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
162 constants[i * 4 + 0], constants[i * 4 + 1],
163 constants[i * 4 + 2], constants[i * 4 + 3]);
166 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
167 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
170 for(i = 0; i < max_constants; i++) {
171 if(!dirty_consts[i]) continue;
175 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
176 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
177 else lcl_const[0] = constants[j + 0];
179 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
180 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
181 else lcl_const[1] = constants[j + 1];
183 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
184 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
185 else lcl_const[2] = constants[j + 2];
187 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
188 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
189 else lcl_const[3] = constants[j + 3];
191 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
194 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
195 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
196 * or just reloading *all* constants at once
198 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
200 for(i = 0; i < max_constants; i++) {
201 if(!dirty_consts[i]) continue;
203 /* Find the next block of dirty constants */
206 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
210 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
213 for(i = 0; i < max_constants; i++) {
214 if(dirty_consts[i]) {
216 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
221 checkGLcall("glProgramEnvParameter4fvARB()");
223 /* Load immediate constants */
224 if(This->baseShader.load_local_constsF) {
225 if (TRACE_ON(d3d_shader)) {
226 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
227 GLfloat* values = (GLfloat*)lconst->value;
228 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
229 values[0], values[1], values[2], values[3]);
232 /* Immediate constants are clamped for 1.X shaders at loading times */
234 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
235 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
236 ret = max(ret, lconst->idx + 1);
237 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
239 checkGLcall("glProgramEnvParameter4fvARB()");
240 return ret; /* The loaded immediate constants need reloading for the next shader */
242 return 0; /* No constants are dirty now */
247 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
249 static void shader_arb_load_np2fixup_constants(
250 IWineD3DDevice* device,
252 char useVertexShader) {
253 /* not implemented */
256 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
258 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
259 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
260 IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
261 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
264 for(i = 0; i < psi->numbumpenvmatconsts; i++)
266 /* The state manager takes care that this function is always called if the bump env matrix changes */
267 const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
268 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
270 if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
272 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
273 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
274 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
275 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
277 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
278 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
283 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
285 * We only support float constants in ARB at the moment, so don't
286 * worry about the Integers or Booleans
288 /* GL locking is done by the caller (state handler) */
289 static void shader_arb_load_constants(
290 IWineD3DDevice* device,
292 char useVertexShader) {
294 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
295 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
296 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
298 if (useVertexShader) {
299 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
301 /* Load DirectX 9 float constants for vertex shader */
302 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
303 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
304 deviceImpl->highest_dirty_vs_const,
305 stateBlock->vertexShaderConstantF,
306 deviceImpl->activeContext->vshader_const_dirty);
308 /* Upload the position fixup */
309 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
312 if (usePixelShader) {
313 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
315 /* Load DirectX 9 float constants for pixel shader */
316 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
317 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
318 deviceImpl->highest_dirty_ps_const,
319 stateBlock->pixelShaderConstantF,
320 deviceImpl->activeContext->pshader_const_dirty);
321 shader_arb_ps_local_constants(deviceImpl);
325 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
329 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
330 * context. On a context switch the old context will be fully dirtified */
331 memset(This->activeContext->vshader_const_dirty + start, 1,
332 sizeof(*This->activeContext->vshader_const_dirty) * count);
333 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
336 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
338 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
340 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
341 * context. On a context switch the old context will be fully dirtified */
342 memset(This->activeContext->pshader_const_dirty + start, 1,
343 sizeof(*This->activeContext->pshader_const_dirty) * count);
344 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
347 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
351 const local_constant *lconst;
353 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
355 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
357 ERR("Out of memory\n");
361 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
362 ret[lconst->idx] = idx++;
367 /* Generate the variable & register declarations for the ARB_vertex_program output target */
368 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
369 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
371 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
372 DWORD i, cur, next_local = 0;
373 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
374 unsigned max_constantsF;
375 const local_constant *lconst;
377 /* In pixel shaders, all private constants are program local, we don't need anything
378 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
379 * If we need a private constant the GL implementation will squeeze it in somewhere
381 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
382 * immediate values. The posFixup is loaded using program.env for now, so always
383 * subtract one from the number of constants. If the shader uses indirect addressing,
384 * account for the helper const too because we have to declare all availabke d3d constants
385 * and don't know which are actually used.
388 max_constantsF = GL_LIMITS(pshader_constantsF);
390 if(This->baseShader.reg_maps.usesrelconstF) {
391 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
392 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) max_constantsF -= GL_LIMITS(clipplanes);
394 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
398 for(i = 0; i < This->baseShader.limits.temporary; i++) {
399 if (reg_maps->temporary[i])
400 shader_addline(buffer, "TEMP R%u;\n", i);
403 for (i = 0; i < This->baseShader.limits.address; i++) {
404 if (reg_maps->address[i])
405 shader_addline(buffer, "ADDRESS A%d;\n", i);
408 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
409 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
410 if (reg_maps->texcoord[i] && pshader)
411 shader_addline(buffer,"TEMP T%u;\n", i);
415 /* Load local constants using the program-local space,
416 * this avoids reloading them each time the shader is used
419 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
420 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
421 lconst_map[lconst->idx]);
422 next_local = max(next_local, lconst_map[lconst->idx] + 1);
426 /* we use the array-based constants array if the local constants are marked for loading,
427 * because then we use indirect addressing, or when the local constant list is empty,
428 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
429 * local constants do not declare the loaded constants as an array because ARB compilers usually
430 * do not optimize unused constants away
432 if(This->baseShader.reg_maps.usesrelconstF) {
433 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
434 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
435 max_constantsF, max_constantsF - 1);
437 for(i = 0; i < max_constantsF; i++) {
440 mask = 1 << (i & 0x1f);
441 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
442 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
447 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
448 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
449 if(!reg_maps->bumpmat[i]) continue;
451 cur = ps->numbumpenvmatconsts;
452 ps->bumpenvmatconst[cur].const_num = -1;
453 ps->bumpenvmatconst[cur].texunit = i;
454 ps->luminanceconst[cur].const_num = -1;
455 ps->luminanceconst[cur].texunit = i;
457 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
458 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
459 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
460 * textures due to conditional NP2 restrictions)
462 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
463 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
464 * their location is shader dependent anyway and they cannot be loaded globally.
466 ps->bumpenvmatconst[cur].const_num = next_local++;
467 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
468 i, ps->bumpenvmatconst[cur].const_num);
469 ps->numbumpenvmatconsts = cur + 1;
471 if(!reg_maps->luminanceparams[i]) continue;
473 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = next_local++;
474 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
475 i, ps->luminanceconst[cur].const_num);
480 static const char * const shift_tab[] = {
481 "dummy", /* 0 (none) */
482 "coefmul.x", /* 1 (x2) */
483 "coefmul.y", /* 2 (x4) */
484 "coefmul.z", /* 3 (x8) */
485 "coefmul.w", /* 4 (x16) */
486 "dummy", /* 5 (x32) */
487 "dummy", /* 6 (x64) */
488 "dummy", /* 7 (x128) */
489 "dummy", /* 8 (d256) */
490 "dummy", /* 9 (d128) */
491 "dummy", /* 10 (d64) */
492 "dummy", /* 11 (d32) */
493 "coefdiv.w", /* 12 (d16) */
494 "coefdiv.z", /* 13 (d8) */
495 "coefdiv.y", /* 14 (d4) */
496 "coefdiv.x" /* 15 (d2) */
499 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
500 const struct wined3d_shader_dst_param *dst, char *write_mask)
502 char *ptr = write_mask;
504 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
507 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
508 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
509 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
510 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
516 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
518 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
519 * but addressed as "rgba". To fix this we need to swap the register's x
520 * and z components. */
521 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
522 char *ptr = swizzle_str;
524 /* swizzle bits fields: wwzzyyxx */
525 DWORD swizzle = param->swizzle;
526 DWORD swizzle_x = swizzle & 0x03;
527 DWORD swizzle_y = (swizzle >> 2) & 0x03;
528 DWORD swizzle_z = (swizzle >> 4) & 0x03;
529 DWORD swizzle_w = (swizzle >> 6) & 0x03;
531 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
532 * generate a swizzle string. Unless we need to our own swizzling. */
533 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
536 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
537 *ptr++ = swizzle_chars[swizzle_x];
539 *ptr++ = swizzle_chars[swizzle_x];
540 *ptr++ = swizzle_chars[swizzle_y];
541 *ptr++ = swizzle_chars[swizzle_z];
542 *ptr++ = swizzle_chars[swizzle_w];
549 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
551 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
552 SHADER_BUFFER *buffer = ins->ctx->buffer;
554 if(strcmp(priv->addr_reg, src) == 0) return;
556 strcpy(priv->addr_reg, src);
557 shader_addline(buffer, "ARL A0.x, %s;\n", src);
560 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
561 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
563 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
564 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
566 /* oPos, oFog and oPts in D3D */
567 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
568 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
569 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
570 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
576 case WINED3DSPR_TEMP:
577 sprintf(register_name, "R%u", reg->idx);
580 case WINED3DSPR_INPUT:
583 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
584 else strcpy(register_name, "fragment.color.secondary");
588 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
589 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
593 case WINED3DSPR_CONST:
594 if (!pshader && reg->rel_addr)
597 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
598 if(This->baseShader.reg_maps.shader_version.major < 2) {
599 sprintf(rel_reg, "A0.x");
601 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
602 if(ctx->target_version == ARB) {
603 shader_arb_request_a0(ins, rel_reg);
604 sprintf(rel_reg, "A0.x");
607 if (reg->idx >= rel_offset)
608 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
610 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
614 if (This->baseShader.reg_maps.usesrelconstF)
615 sprintf(register_name, "C[%u]", reg->idx);
617 sprintf(register_name, "C%u", reg->idx);
621 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
623 if(This->baseShader.reg_maps.shader_version.major == 1 &&
624 This->baseShader.reg_maps.shader_version.minor <= 3) {
625 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
626 * and as source to most instructions. For some instructions it is the texcoord
627 * input. Those instructions know about the special use
629 sprintf(register_name, "T%u", reg->idx);
631 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
632 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
637 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
639 sprintf(register_name, "A%u", reg->idx);
643 sprintf(register_name, "A%u_SHADOW", reg->idx);
648 case WINED3DSPR_COLOROUT:
651 if(ctx->cur_ps_args->super.srgb_correction)
653 strcpy(register_name, "TMP_COLOR");
657 strcpy(register_name, "result.color");
662 /* TODO: See GL_ARB_draw_buffers */
663 FIXME("Unsupported write to render target %u\n", reg->idx);
664 sprintf(register_name, "unsupported_register");
668 case WINED3DSPR_RASTOUT:
669 sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
672 case WINED3DSPR_DEPTHOUT:
673 strcpy(register_name, "result.depth");
676 case WINED3DSPR_ATTROUT:
677 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
678 else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
679 else strcpy(register_name, "result.color.secondary");
682 case WINED3DSPR_TEXCRDOUT:
683 if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
684 else sprintf(register_name, "result.texcoord[%u]", reg->idx);
688 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
689 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
694 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
695 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
697 char register_name[255];
701 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
702 strcpy(str, register_name);
704 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
705 strcat(str, write_mask);
708 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
710 switch(channel_source)
712 case CHANNEL_SOURCE_ZERO: return "0";
713 case CHANNEL_SOURCE_ONE: return "1";
714 case CHANNEL_SOURCE_X: return "x";
715 case CHANNEL_SOURCE_Y: return "y";
716 case CHANNEL_SOURCE_Z: return "z";
717 case CHANNEL_SOURCE_W: return "w";
719 FIXME("Unhandled channel source %#x\n", channel_source);
724 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
725 const char *one, const char *two, struct color_fixup_desc fixup)
729 if (is_yuv_fixup(fixup))
731 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
732 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
737 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
738 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
739 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
740 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
745 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
746 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
747 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
751 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
752 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
753 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
754 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
760 char *ptr = reg_mask;
762 if (mask != WINED3DSP_WRITEMASK_ALL)
765 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
766 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
767 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
768 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
772 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
776 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
777 const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
779 SHADER_BUFFER *buffer = ins->ctx->buffer;
780 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
781 const char *tex_type;
782 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
783 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
784 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
786 switch(sampler_type) {
792 if(device->stateBlock->textures[sampler_idx] &&
793 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
798 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
800 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
802 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
807 case WINED3DSTT_VOLUME:
811 case WINED3DSTT_CUBE:
816 ERR("Unexpected texture type %d\n", sampler_type);
821 /* Shouldn't be possible, but let's check for it */
822 if(projected) FIXME("Biased and Projected texture sampling\n");
823 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
824 shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
825 } else if (projected) {
826 shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
828 shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
831 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
833 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
834 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
838 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
839 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
841 /* Generate a line that does the input modifier computation and return the input register to use */
842 BOOL is_color = FALSE;
846 SHADER_BUFFER *buffer = ins->ctx->buffer;
847 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
849 /* Assume a new line will be added */
852 /* Get register name */
853 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
854 shader_arb_get_swizzle(src, is_color, swzstr);
856 switch (src->modifiers)
858 case WINED3DSPSM_NONE:
859 sprintf(outregstr, "%s%s", regstr, swzstr);
862 case WINED3DSPSM_NEG:
863 sprintf(outregstr, "-%s%s", regstr, swzstr);
866 case WINED3DSPSM_BIAS:
867 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
869 case WINED3DSPSM_BIASNEG:
870 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
872 case WINED3DSPSM_SIGN:
873 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
875 case WINED3DSPSM_SIGNNEG:
876 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
878 case WINED3DSPSM_COMP:
879 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
882 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
884 case WINED3DSPSM_X2NEG:
885 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
888 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
889 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
892 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
893 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
895 case WINED3DSPSM_ABS:
896 if(ctx->target_version >= NV2) {
897 sprintf(outregstr, "|%s%s|", regstr, swzstr);
900 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
903 case WINED3DSPSM_ABSNEG:
904 if(ctx->target_version >= NV2) {
905 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
907 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
908 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
913 sprintf(outregstr, "%s%s", regstr, swzstr);
917 /* Return modified or original register, with swizzle */
919 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
922 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
925 const char *ret = "";
926 if (!ins->dst_count) return "";
928 mod = ins->dst[0].modifiers;
929 if(mod & WINED3DSPDM_SATURATE) {
931 mod &= ~WINED3DSPDM_SATURATE;
933 if(mod & WINED3DSPDM_PARTIALPRECISION) {
934 FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
935 mod &= ~WINED3DSPDM_PARTIALPRECISION;
937 if(mod & WINED3DSPDM_MSAMPCENTROID) {
938 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
939 mod &= ~WINED3DSPDM_MSAMPCENTROID;
942 FIXME("Unknown modifiers 0x%08x\n", mod);
947 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
949 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
950 SHADER_BUFFER *buffer = ins->ctx->buffer;
952 char src_name[2][50];
953 DWORD sampler_code = dst->reg.idx;
955 shader_arb_get_dst_param(ins, dst, dst_name);
957 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
959 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
960 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
963 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
964 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
965 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
966 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
967 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
969 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
970 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
973 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
975 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
976 SHADER_BUFFER *buffer = ins->ctx->buffer;
978 char src_name[3][50];
979 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
980 ins->ctx->reg_maps->shader_version.minor);
982 shader_arb_get_dst_param(ins, dst, dst_name);
983 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
985 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
986 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
988 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
990 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
991 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
992 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
993 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n",
994 shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
998 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1000 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1001 SHADER_BUFFER *buffer = ins->ctx->buffer;
1003 char src_name[3][50];
1005 shader_arb_get_dst_param(ins, dst, dst_name);
1007 /* Generate input register names (with modifiers) */
1008 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1009 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1010 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1012 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1013 src_name[0], src_name[2], src_name[1]);
1016 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1017 * dst = dot2(src0, src1) + src2 */
1018 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1020 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1021 SHADER_BUFFER *buffer = ins->ctx->buffer;
1023 char src_name[3][50];
1024 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1026 shader_arb_get_dst_param(ins, dst, dst_name);
1027 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1028 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1030 if(ctx->target_version >= NV3)
1032 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1033 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1034 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1035 dst_name, src_name[0], src_name[1], src_name[2]);
1037 else if(ctx->target_version >= NV2)
1039 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1040 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1041 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1042 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1044 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1046 * .xyxy and other swizzles that we could get with this are not valid in
1047 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1049 struct wined3d_shader_src_param tmp_param = ins->src[1];
1050 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1051 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1053 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1055 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1056 dst_name, src_name[2], src_name[0], src_name[1]);
1060 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1061 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1062 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1064 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1065 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1066 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1067 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1071 /* Map the opcode 1-to-1 to the GL code */
1072 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1074 SHADER_BUFFER *buffer = ins->ctx->buffer;
1075 const char *instruction;
1076 char arguments[256], dst_str[50];
1078 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1080 switch (ins->handler_idx)
1082 case WINED3DSIH_ABS: instruction = "ABS"; break;
1083 case WINED3DSIH_ADD: instruction = "ADD"; break;
1084 case WINED3DSIH_CRS: instruction = "XPD"; break;
1085 case WINED3DSIH_DP3: instruction = "DP3"; break;
1086 case WINED3DSIH_DP4: instruction = "DP4"; break;
1087 case WINED3DSIH_DST: instruction = "DST"; break;
1088 case WINED3DSIH_EXP: instruction = "EX2"; break;
1089 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1090 case WINED3DSIH_FRC: instruction = "FRC"; break;
1091 case WINED3DSIH_LIT: instruction = "LIT"; break;
1092 case WINED3DSIH_LOG: instruction = "LG2"; break;
1093 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1094 case WINED3DSIH_LRP: instruction = "LRP"; break;
1095 case WINED3DSIH_MAD: instruction = "MAD"; break;
1096 case WINED3DSIH_MAX: instruction = "MAX"; break;
1097 case WINED3DSIH_MIN: instruction = "MIN"; break;
1098 case WINED3DSIH_MOV: instruction = "MOV"; break;
1099 case WINED3DSIH_MUL: instruction = "MUL"; break;
1100 case WINED3DSIH_POW: instruction = "POW"; break;
1101 case WINED3DSIH_SGE: instruction = "SGE"; break;
1102 case WINED3DSIH_SLT: instruction = "SLT"; break;
1103 case WINED3DSIH_SUB: instruction = "SUB"; break;
1104 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1105 case WINED3DSIH_SGN: instruction = "SSG"; break;
1106 case WINED3DSIH_DSX: instruction = "DDX"; break;
1107 default: instruction = "";
1108 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1112 /* Note that shader_arb_add_dst_param() adds spaces. */
1113 arguments[0] = '\0';
1114 shader_arb_get_dst_param(ins, dst, dst_str);
1115 for (i = 0; i < ins->src_count; ++i)
1118 strcat(arguments, ", ");
1119 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1120 strcat(arguments, operand);
1122 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1125 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1127 SHADER_BUFFER *buffer = ins->ctx->buffer;
1128 shader_addline(buffer, "NOP;\n");
1131 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1133 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1134 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1135 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1137 SHADER_BUFFER *buffer = ins->ctx->buffer;
1138 char src0_param[256];
1140 if(ins->handler_idx == WINED3DSIH_MOVA) {
1141 struct wined3d_shader_src_param tmp_src = ins->src[0];
1144 if(ctx->target_version >= NV2) {
1145 shader_hw_map2gl(ins);
1148 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1149 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1150 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1152 /* This implements the mova formula used in GLSL. The first two instructions
1153 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1157 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1159 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1160 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1162 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1163 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1165 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1166 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1167 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1168 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1170 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1171 } else if (ins->ctx->reg_maps->shader_version.major == 1
1172 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1173 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1175 src0_param[0] = '\0';
1176 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1178 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1179 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1180 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1184 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1185 * with more than one component. Thus replicate the first source argument over all
1186 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1187 struct wined3d_shader_src_param tmp_src = ins->src[0];
1188 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1189 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1190 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1193 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1195 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1196 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1198 shader_addline(buffer, "#mov handled in srgb write code\n");
1201 shader_hw_map2gl(ins);
1205 shader_hw_map2gl(ins);
1209 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1211 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1212 SHADER_BUFFER *buffer = ins->ctx->buffer;
1215 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1216 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1218 shader_arb_get_dst_param(ins, dst, reg_dest);
1220 if (ins->ctx->reg_maps->shader_version.major >= 2)
1222 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1223 shader_arb_get_dst_param(ins, dst, reg_dest);
1224 shader_addline(buffer, "KIL %s;\n", reg_dest);
1226 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1227 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1229 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1230 * or pass in any temporary register(in shader phase 2)
1232 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1233 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1235 shader_arb_get_dst_param(ins, dst, reg_dest);
1237 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1238 shader_addline(buffer, "KIL TA;\n");
1242 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1244 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1245 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1246 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1247 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1248 ins->ctx->reg_maps->shader_version.minor);
1249 BOOL projected = FALSE, bias = FALSE;
1250 struct wined3d_shader_src_param src;
1254 DWORD reg_sampler_code;
1256 /* All versions have a destination register */
1257 shader_arb_get_dst_param(ins, dst, reg_dest);
1259 /* 1.0-1.4: Use destination register number as texture code.
1260 2.0+: Use provided sampler number as texure code. */
1261 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1262 reg_sampler_code = dst->reg.idx;
1264 reg_sampler_code = ins->src[1].reg.idx;
1266 /* 1.0-1.3: Use the texcoord varying.
1267 1.4+: Use provided coordinate source register. */
1268 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1269 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1271 /* TEX is the only instruction that can handle DW and DZ natively */
1273 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1274 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1275 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1279 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1280 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1281 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1283 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1286 if(reg_sampler_code < MAX_TEXTURES) {
1287 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1289 if (flags & WINED3DTTFF_PROJECTED) {
1293 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1295 DWORD src_mod = ins->src[0].modifiers;
1296 if (src_mod == WINED3DSPSM_DZ) {
1297 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1298 * varying register, so we need a temp reg
1300 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1301 strcpy(reg_coord, "TA");
1303 } else if(src_mod == WINED3DSPSM_DW) {
1307 if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1308 if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1310 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1313 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1315 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1316 SHADER_BUFFER *buffer = ins->ctx->buffer;
1317 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1318 ins->ctx->reg_maps->shader_version.minor);
1321 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1323 DWORD reg = dst->reg.idx;
1325 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1326 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1330 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1331 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1332 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1336 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1338 SHADER_BUFFER *buffer = ins->ctx->buffer;
1339 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1340 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1343 DWORD reg1 = ins->dst[0].reg.idx;
1347 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1348 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1349 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1350 /* Move .x first in case src_str is "TA" */
1351 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1352 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1353 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1354 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED, FALSE);
1357 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1359 SHADER_BUFFER *buffer = ins->ctx->buffer;
1361 DWORD reg1 = ins->dst[0].reg.idx;
1365 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1366 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1367 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1368 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1369 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1370 shader_hw_sample(ins, reg1, dst_str, "TA", FALSE, FALSE);
1373 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1375 DWORD reg1 = ins->dst[0].reg.idx;
1379 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1380 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1381 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1382 shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1385 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1387 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1388 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1389 SHADER_BUFFER *buffer = ins->ctx->buffer;
1390 char reg_coord[40], dst_reg[50], src_reg[50];
1391 DWORD reg_dest_code;
1393 /* All versions have a destination register. The Tx where the texture coordinates come
1394 * from is the varying incarnation of the texture register
1396 reg_dest_code = dst->reg.idx;
1397 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1398 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1399 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1401 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1402 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1404 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1405 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1407 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1408 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1411 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1412 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1413 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1414 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1416 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1417 * so we can't let the GL handle this.
1419 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1420 & WINED3DTTFF_PROJECTED) {
1421 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1422 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1423 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1425 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1428 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", FALSE, FALSE);
1430 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1432 /* No src swizzles are allowed, so this is ok */
1433 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1434 src_reg, reg_dest_code, reg_dest_code);
1435 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1439 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1441 DWORD reg = ins->dst[0].reg.idx;
1442 SHADER_BUFFER *buffer = ins->ctx->buffer;
1443 char src0_name[50], dst_name[50];
1445 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1447 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1448 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1449 * T<reg+1> register. Use this register to store the calculated vector
1451 tmp_reg.idx = reg + 1;
1452 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1453 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1456 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1458 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1459 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1461 DWORD reg = ins->dst[0].reg.idx;
1462 SHADER_BUFFER *buffer = ins->ctx->buffer;
1468 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1469 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1471 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1472 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1473 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1474 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1475 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1478 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1480 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1481 DWORD reg = ins->dst[0].reg.idx;
1482 SHADER_BUFFER *buffer = ins->ctx->buffer;
1483 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1484 char src0_name[50], dst_name[50];
1485 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1488 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1489 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1490 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1492 tmp_reg.idx = reg + 2 - current_state->current_row;
1493 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1495 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1496 shader_addline(buffer, "DP3 %s%u.%c, fragment.texcoord[%u], %s;\n",
1497 dst_name, tmp_reg.idx, 'x' + current_state->current_row, reg, src0_name);
1498 current_state->texcoord_w[current_state->current_row++] = reg;
1501 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1503 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1504 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1506 DWORD reg = ins->dst[0].reg.idx;
1507 SHADER_BUFFER *buffer = ins->ctx->buffer;
1508 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1510 char src0_name[50], dst_name[50];
1513 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1514 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1515 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1517 /* Sample the texture using the calculated coordinates */
1518 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1519 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1520 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED, FALSE);
1521 current_state->current_row = 0;
1524 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1526 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1527 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1529 DWORD reg = ins->dst[0].reg.idx;
1530 SHADER_BUFFER *buffer = ins->ctx->buffer;
1531 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1537 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1538 * components for temporary data storage
1540 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1541 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1542 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1544 /* Construct the eye-ray vector from w coordinates */
1545 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1546 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1547 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1549 /* Calculate reflection vector
1551 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1552 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1553 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1554 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1555 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1556 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1557 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1559 /* Sample the texture using the calculated coordinates */
1560 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1561 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1562 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1563 current_state->current_row = 0;
1566 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1568 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1569 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1571 DWORD reg = ins->dst[0].reg.idx;
1572 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1573 SHADER_BUFFER *buffer = ins->ctx->buffer;
1580 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1581 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1582 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1583 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1584 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1586 /* Calculate reflection vector.
1589 * dst_reg.xyz = 2 * --------- * N - E
1592 * Which normalizes the normal vector
1594 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1595 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1596 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1597 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1598 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1599 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1601 /* Sample the texture using the calculated coordinates */
1602 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1603 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1604 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1605 current_state->current_row = 0;
1608 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1610 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1611 SHADER_BUFFER *buffer = ins->ctx->buffer;
1614 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1615 * which is essentially an input, is the destination register because it is the first
1616 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1617 * here(writemasks/swizzles are not valid on texdepth)
1619 shader_arb_get_dst_param(ins, dst, dst_name);
1621 /* According to the msdn, the source register(must be r5) is unusable after
1622 * the texdepth instruction, so we're free to modify it
1624 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1626 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1627 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1628 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1630 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1631 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1632 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1633 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1636 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1637 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1638 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1639 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1641 SHADER_BUFFER *buffer = ins->ctx->buffer;
1642 DWORD sampler_idx = ins->dst[0].reg.idx;
1646 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1647 shader_addline(buffer, "MOV TB, 0.0;\n");
1648 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1650 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1651 shader_hw_sample(ins, sampler_idx, dst_str, "TB", FALSE /* Only one coord, can't be projected */, FALSE);
1654 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1655 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1656 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1658 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1661 SHADER_BUFFER *buffer = ins->ctx->buffer;
1663 /* Handle output register */
1664 shader_arb_get_dst_param(ins, dst, dst_str);
1665 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1666 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1669 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1670 * Perform the 3rd row of a 3x3 matrix multiply */
1671 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1673 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1674 SHADER_BUFFER *buffer = ins->ctx->buffer;
1675 char dst_str[50], dst_name[50];
1679 shader_arb_get_dst_param(ins, dst, dst_str);
1680 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1681 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1682 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1683 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
1686 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1687 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1688 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1689 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1691 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1693 SHADER_BUFFER *buffer = ins->ctx->buffer;
1694 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1695 char src0[50], dst_name[50];
1698 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1699 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1700 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
1702 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1703 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1704 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1706 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1707 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
1708 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
1709 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
1712 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1713 Vertex/Pixel shaders to ARB_vertex_program codes */
1714 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1717 int nComponents = 0;
1718 struct wined3d_shader_dst_param tmp_dst = {{0}};
1719 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1720 struct wined3d_shader_instruction tmp_ins;
1722 memset(&tmp_ins, 0, sizeof(tmp_ins));
1724 /* Set constants for the temporary argument */
1725 tmp_ins.ctx = ins->ctx;
1726 tmp_ins.dst_count = 1;
1727 tmp_ins.dst = &tmp_dst;
1728 tmp_ins.src_count = 2;
1729 tmp_ins.src = tmp_src;
1731 switch(ins->handler_idx)
1733 case WINED3DSIH_M4x4:
1735 tmp_ins.handler_idx = WINED3DSIH_DP4;
1737 case WINED3DSIH_M4x3:
1739 tmp_ins.handler_idx = WINED3DSIH_DP4;
1741 case WINED3DSIH_M3x4:
1743 tmp_ins.handler_idx = WINED3DSIH_DP3;
1745 case WINED3DSIH_M3x3:
1747 tmp_ins.handler_idx = WINED3DSIH_DP3;
1749 case WINED3DSIH_M3x2:
1751 tmp_ins.handler_idx = WINED3DSIH_DP3;
1754 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1758 tmp_dst = ins->dst[0];
1759 tmp_src[0] = ins->src[0];
1760 tmp_src[1] = ins->src[1];
1761 for (i = 0; i < nComponents; i++) {
1762 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1763 shader_hw_map2gl(&tmp_ins);
1764 ++tmp_src[1].reg.idx;
1768 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1770 SHADER_BUFFER *buffer = ins->ctx->buffer;
1771 const char *instruction;
1776 switch(ins->handler_idx)
1778 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1779 case WINED3DSIH_RCP: instruction = "RCP"; break;
1780 default: instruction = "";
1781 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1785 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1786 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1787 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1789 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1795 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1798 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1800 SHADER_BUFFER *buffer = ins->ctx->buffer;
1803 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1804 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1806 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1807 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
1809 if(pshader && priv->target_version >= NV3)
1811 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
1815 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
1816 shader_addline(buffer, "RSQ TA, TA.x;\n");
1817 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1818 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
1823 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
1825 SHADER_BUFFER *buffer = ins->ctx->buffer;
1827 char src_name[3][50];
1829 /* ARB_fragment_program has a convenient LRP instruction */
1830 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
1831 shader_hw_map2gl(ins);
1835 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1836 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1837 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1838 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1840 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
1841 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
1842 dst_name, src_name[0], src_name[2]);
1845 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1847 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1848 * must contain fixed constants. So we need a separate function to filter those constants and
1851 SHADER_BUFFER *buffer = ins->ctx->buffer;
1852 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1853 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1855 char src_name0[50], src_name1[50], src_name2[50];
1858 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
1859 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
1860 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1861 shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1863 } else if(priv->target_version >= NV2) {
1864 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
1866 /* Sincos writemask must be .x, .y or .xy */
1867 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
1868 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
1869 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
1870 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
1872 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
1873 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
1875 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
1876 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
1878 * The constants we get are:
1880 * +1 +1, -1 -1 +1 +1 -1 -1
1881 * ---- , ---- , ---- , ----- , ----- , ----- , ------
1882 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
1884 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
1888 * (x/2)^4 = x^4 / 16
1889 * (x/2)^5 = x^5 / 32
1892 * To get the final result:
1893 * sin(x) = 2 * sin(x/2) * cos(x/2)
1894 * cos(x) = cos(x/2)^2 - sin(x/2)^2
1895 * (from sin(x+y) and cos(x+y) rules)
1897 * As per MSDN, dst.z is undefined after the operation, and so is
1898 * dst.x and dst.y if they're masked out by the writemask. Ie
1899 * sincos dst.y, src1, c0, c1
1900 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
1901 * vsa.exe also stops with an error if the dest register is the same register as the source
1902 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
1903 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
1905 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
1906 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
1907 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
1909 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
1910 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
1911 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
1912 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
1913 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
1914 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
1918 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
1919 * properly merge that with MULs in the code above?
1920 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
1921 * we can merge the sine and cosine MAD rows to calculate them together.
1923 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
1924 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
1925 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
1926 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
1929 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
1930 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
1931 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
1933 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
1935 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
1936 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
1938 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
1940 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
1941 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
1946 /* GL locking is done by the caller */
1947 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
1949 SHADER_BUFFER *buffer = ins->ctx->buffer;
1952 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1954 /* SGN is only valid in vertex shaders */
1955 if(ctx->target_version == NV2) {
1956 shader_hw_map2gl(ins);
1959 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1960 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1962 FIXME("Emulated SGN untested\n");
1963 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
1964 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
1966 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
1967 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
1969 shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
1970 shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
1971 shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
1975 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1977 GLuint program_id = 0;
1978 const char *blt_vprogram =
1980 "PARAM c[1] = { { 1, 0.5 } };\n"
1981 "MOV result.position, vertex.position;\n"
1982 "MOV result.color, c[0].x;\n"
1983 "MOV result.texcoord[0], vertex.texcoord[0];\n"
1986 GL_EXTCALL(glGenProgramsARB(1, &program_id));
1987 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1988 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1990 if (glGetError() == GL_INVALID_OPERATION) {
1992 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1993 FIXME("Vertex program error at position %d: %s\n", pos,
1994 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2000 /* GL locking is done by the caller */
2001 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
2003 GLuint program_id = 0;
2004 static const char * const blt_fprograms[tex_type_count] =
2011 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
2012 "MOV result.depth.z, R0.x;\n"
2019 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2020 "MOV result.depth.z, R0.x;\n"
2025 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2026 "MOV result.depth.z, R0.x;\n"
2030 if (!blt_fprograms[tex_type])
2032 FIXME("tex_type %#x not supported\n", tex_type);
2036 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2037 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2038 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2040 if (glGetError() == GL_INVALID_OPERATION) {
2042 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2043 FIXME("Fragment program error at position %d: %s\n", pos,
2044 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2050 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2051 const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
2052 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2056 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
2057 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
2058 /* Calculate the > 0.0031308 case */
2059 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
2060 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
2061 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
2062 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
2063 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
2064 /* Calculate the < case */
2065 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
2069 /* Calculate the > 0.0031308 case */
2070 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2071 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2072 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2073 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2074 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2075 /* Calculate the < case */
2076 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2077 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2078 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
2079 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
2080 /* Store the components > 0.0031308 in the destination */
2081 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
2082 /* Add the components that are < 0.0031308 */
2083 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
2084 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
2085 * result.color writes(.rgb first, then .a), or handle overwriting already written
2086 * components. The assembler uses a temporary register in this case, which is usually
2087 * not allocated from one of our registers that were used earlier.
2090 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2091 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2094 /* GL locking is done by the caller */
2095 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2096 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args)
2098 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2099 CONST DWORD *function = This->baseShader.function;
2100 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2101 const local_constant *lconst;
2104 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2105 struct shader_arb_ctx_priv priv_ctx;
2106 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
2107 BOOL want_nv_prog = FALSE;
2110 unsigned int i, found = 0;
2112 for(i = 0; i < This->baseShader.limits.temporary; i++) {
2114 /* Don't overwrite the color source */
2115 if(This->color0_mov && i == This->color0_reg) continue;
2116 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
2118 if(reg_maps->temporary[i]) {
2119 sprintf(srgbtmp[found], "R%u", i);
2121 if(found == 4) break;
2126 case 4: dcl_tmp = FALSE; break;
2128 sprintf(srgbtmp[0], "TA");
2129 sprintf(srgbtmp[1], "TB");
2130 sprintf(srgbtmp[2], "TC");
2131 sprintf(srgbtmp[3], "TD");
2135 sprintf(srgbtmp[1], "TA");
2136 sprintf(srgbtmp[2], "TB");
2137 sprintf(srgbtmp[3], "TC");
2140 sprintf(srgbtmp[2], "TA");
2141 sprintf(srgbtmp[3], "TB");
2144 sprintf(srgbtmp[3], "TA");
2148 /* Create the hw ARB shader */
2149 memset(&priv_ctx, 0, sizeof(priv_ctx));
2150 priv_ctx.cur_ps_args = args;
2151 list_init(&priv_ctx.if_frames);
2153 /* Avoid enabling NV_fragment_program* if we do not need it.
2155 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
2156 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
2157 * is faster than what we gain from using higher native instructions. There are some things though
2158 * that cannot be emulated. In that case enable the extensions.
2159 * If the extension is enabled, instruction handlers that support both ways will use it.
2161 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
2162 * So enable the best we can get.
2164 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0)
2166 want_nv_prog = TRUE;
2169 shader_addline(buffer, "!!ARBfp1.0\n");
2170 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2171 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2172 priv_ctx.target_version = NV3;
2173 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2174 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2175 priv_ctx.target_version = NV2;
2179 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2182 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
2185 priv_ctx.target_version = ARB;
2188 if (reg_maps->shader_version.major < 3)
2190 switch(args->super.fog) {
2194 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2197 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2200 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2205 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
2206 * unused temps away(but occupies them for the whole shader if they're used once). Always
2207 * declaring them avoids tricky bookkeeping work
2209 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2210 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2211 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2212 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
2213 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2214 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2215 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2217 if (reg_maps->shader_version.major < 2)
2219 strcpy(fragcolor, "R0");
2221 if(args->super.srgb_correction) {
2222 if(This->color0_mov) {
2223 sprintf(fragcolor, "R%u", This->color0_reg);
2225 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2226 strcpy(fragcolor, "TMP_COLOR");
2229 strcpy(fragcolor, "result.color");
2233 if(args->super.srgb_correction) {
2234 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2235 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2236 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2237 srgb_sub_high, 0.0, 0.0, 0.0);
2240 /* Base Declarations */
2241 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2243 /* Base Shader Body */
2244 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2246 if(args->super.srgb_correction) {
2247 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
2248 priv_ctx.target_version >= NV2);
2249 } else if(reg_maps->shader_version.major < 2) {
2250 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2252 shader_addline(buffer, "END\n");
2254 /* TODO: change to resource.glObjectHandle or something like that */
2255 GL_EXTCALL(glGenProgramsARB(1, &retval));
2257 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2258 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2260 TRACE("Created hw pixel shader, prg=%d\n", retval);
2261 /* Create the program and check for errors */
2262 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2263 buffer->bsize, buffer->buffer));
2265 if (glGetError() == GL_INVALID_OPERATION) {
2267 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2268 FIXME("HW PixelShader Error at position %d: %s\n",
2269 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2273 /* Load immediate constants */
2275 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2276 const float *value = (const float *)lconst->value;
2277 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
2278 checkGLcall("glProgramLocalParameter4fvARB");
2280 HeapFree(GetProcessHeap(), 0, lconst_map);
2286 /* GL locking is done by the caller */
2287 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
2288 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args)
2290 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2291 CONST DWORD *function = This->baseShader.function;
2292 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2293 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2294 const local_constant *lconst;
2296 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2297 struct shader_arb_ctx_priv priv_ctx;
2300 memset(&priv_ctx, 0, sizeof(priv_ctx));
2301 priv_ctx.cur_vs_args = args;
2302 list_init(&priv_ctx.if_frames);
2304 /* Create the hw ARB shader */
2305 shader_addline(buffer, "!!ARBvp1.0\n");
2307 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
2308 * mesurable performance penalty, and we can always make use of it for clipplanes.
2310 if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
2311 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
2312 priv_ctx.target_version = NV2;
2314 priv_ctx.target_version = ARB;
2317 shader_addline(buffer, "TEMP TMP_OUT;\n");
2318 if(need_helper_const(gl_info)) {
2319 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2321 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
2322 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
2323 shader_addline(buffer, "TEMP A0_SHADOW;\n");
2326 shader_addline(buffer, "TEMP TA;\n");
2328 /* Base Declarations */
2329 shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2331 /* We need a constant to fixup the final position */
2332 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2334 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2335 * for output parameters. D3D in theory does not do that either, but some applications depend on a
2336 * proper initialization of the secondary color, and programs using the fixed function pipeline without
2337 * a replacement shader depend on the texcoord.w being set properly.
2339 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2340 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2341 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2342 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2343 * this can eat a number of instructions, so skip it unless this cap is set as well
2345 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2346 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2348 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2350 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2351 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2352 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2353 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2359 /* Base Shader Body */
2360 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2362 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2363 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2364 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2365 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2367 if(args->super.fog_src == VS_FOG_Z) {
2368 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2369 } else if (!reg_maps->fog) {
2370 /* posFixup.x is always 1.0, so we can savely use it */
2371 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2374 /* Write the final position.
2376 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2377 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2378 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2379 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2381 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2382 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2383 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2385 if(priv_ctx.target_version >= NV2)
2387 for(i = 0; i < GL_LIMITS(clipplanes); i++)
2389 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
2393 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2394 * and the glsl equivalent
2396 if(need_helper_const(gl_info)) {
2397 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2399 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2400 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2403 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2405 shader_addline(buffer, "END\n");
2407 /* TODO: change to resource.glObjectHandle or something like that */
2408 GL_EXTCALL(glGenProgramsARB(1, &ret));
2410 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2411 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2413 TRACE("Created hw vertex shader, prg=%d\n", ret);
2414 /* Create the program and check for errors */
2415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2416 buffer->bsize, buffer->buffer));
2418 if (glGetError() == GL_INVALID_OPERATION) {
2420 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2421 FIXME("HW VertexShader Error at position %d: %s\n",
2422 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2425 /* Load immediate constants */
2427 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2428 const float *value = (const float *)lconst->value;
2429 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2433 HeapFree(GetProcessHeap(), 0, lconst_map);
2438 /* GL locking is done by the caller */
2439 static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
2443 struct arb_ps_compiled_shader *new_array;
2444 SHADER_BUFFER buffer;
2445 struct arb_pshader_private *shader_data;
2448 if(!shader->backend_priv) {
2449 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
2451 shader_data = shader->backend_priv;
2453 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
2454 * so a linear search is more performant than a hashmap or a binary search
2455 * (cache coherency etc)
2457 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2458 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
2459 return shader_data->gl_shaders[i].prgId;
2463 TRACE("No matching GL shader found, compiling a new shader\n");
2464 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
2465 if (shader_data->num_gl_shaders)
2467 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
2468 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
2469 new_size * sizeof(*shader_data->gl_shaders));
2471 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
2476 ERR("Out of memory\n");
2479 shader_data->gl_shaders = new_array;
2480 shader_data->shader_array_size = new_size;
2483 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
2485 pixelshader_update_samplers(&shader->baseShader.reg_maps,
2486 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
2488 shader_buffer_init(&buffer);
2489 ret = shader_arb_generate_pshader(shader, &buffer, args);
2490 shader_buffer_free(&buffer);
2491 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
2496 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
2497 const DWORD use_map) {
2498 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
2499 if(stored->super.fog_src != new->super.fog_src) return FALSE;
2500 return stored->bools == new->bools;
2503 static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
2507 struct arb_vs_compiled_shader *new_array;
2508 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
2509 SHADER_BUFFER buffer;
2510 struct arb_vshader_private *shader_data;
2513 if(!shader->backend_priv) {
2514 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
2516 shader_data = shader->backend_priv;
2518 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
2519 * so a linear search is more performant than a hashmap or a binary search
2520 * (cache coherency etc)
2522 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2523 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
2524 return shader_data->gl_shaders[i].prgId;
2528 TRACE("No matching GL shader found, compiling a new shader\n");
2530 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
2531 if (shader_data->num_gl_shaders)
2533 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
2534 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
2535 new_size * sizeof(*shader_data->gl_shaders));
2537 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
2542 ERR("Out of memory\n");
2545 shader_data->gl_shaders = new_array;
2546 shader_data->shader_array_size = new_size;
2549 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
2551 shader_buffer_init(&buffer);
2552 ret = shader_arb_generate_vshader(shader, &buffer, args);
2553 shader_buffer_free(&buffer);
2554 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
2559 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2560 struct arb_ps_compile_args *args)
2563 find_ps_compile_args(shader, stateblock, &args->super);
2565 /* This forces all local boolean constants to 1 to make them stateblock independent */
2566 args->bools = shader->baseShader.reg_maps.local_bool_consts;
2568 for(i = 0; i < MAX_CONST_B; i++)
2570 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
2575 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2576 struct arb_vs_compile_args *args)
2579 find_vs_compile_args(shader, stateblock, &args->super);
2581 /* This forces all local boolean constants to 1 to make them stateblock independent */
2582 args->bools = shader->baseShader.reg_maps.local_bool_consts;
2584 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
2585 for(i = 0; i < MAX_CONST_B; i++)
2587 if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
2592 /* GL locking is done by the caller */
2593 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
2594 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2595 struct shader_arb_priv *priv = This->shader_priv;
2596 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2599 struct arb_vs_compile_args compile_args;
2601 TRACE("Using vertex shader\n");
2602 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
2603 priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
2605 /* Bind the vertex program */
2606 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
2607 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
2609 /* Enable OpenGL vertex programs */
2610 glEnable(GL_VERTEX_PROGRAM_ARB);
2611 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
2612 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
2613 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2614 priv->current_vprogram_id = 0;
2615 glDisable(GL_VERTEX_PROGRAM_ARB);
2616 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
2620 struct arb_ps_compile_args compile_args;
2621 TRACE("Using pixel shader\n");
2622 find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
2623 priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
2626 /* Bind the fragment program */
2627 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
2628 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
2630 if(!priv->use_arbfp_fixed_func) {
2631 /* Enable OpenGL fragment programs */
2632 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2633 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
2635 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
2637 shader_arb_ps_local_constants(This);
2638 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
2639 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
2640 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
2641 * replacement shader
2643 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2644 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2645 priv->current_fprogram_id = 0;
2649 /* GL locking is done by the caller */
2650 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
2651 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2652 struct shader_arb_priv *priv = This->shader_priv;
2653 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
2654 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2656 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
2657 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
2658 glEnable(GL_VERTEX_PROGRAM_ARB);
2660 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
2661 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
2662 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2665 /* GL locking is done by the caller */
2666 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
2667 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2668 struct shader_arb_priv *priv = This->shader_priv;
2669 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2671 if (priv->current_vprogram_id) {
2672 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
2673 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
2675 glEnable(GL_VERTEX_PROGRAM_ARB);
2676 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
2678 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
2680 glDisable(GL_VERTEX_PROGRAM_ARB);
2681 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
2684 if (priv->current_fprogram_id) {
2685 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
2686 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
2688 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2689 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
2691 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
2693 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2694 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2698 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
2699 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
2700 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
2701 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2703 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2705 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
2707 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2708 struct arb_pshader_private *shader_data = This->backend_priv;
2711 if(!shader_data) return; /* This can happen if a shader was never compiled */
2713 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2714 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
2715 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
2718 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
2719 HeapFree(GetProcessHeap(), 0, shader_data);
2720 This->backend_priv = NULL;
2722 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
2723 struct arb_vshader_private *shader_data = This->backend_priv;
2726 if(!shader_data) return; /* This can happen if a shader was never compiled */
2728 for(i = 0; i < shader_data->num_gl_shaders; i++) {
2729 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
2730 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
2733 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
2734 HeapFree(GetProcessHeap(), 0, shader_data);
2735 This->backend_priv = NULL;
2739 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
2740 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2741 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2745 static void shader_arb_free(IWineD3DDevice *iface) {
2746 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2747 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2748 struct shader_arb_priv *priv = This->shader_priv;
2752 if(priv->depth_blt_vprogram_id) {
2753 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
2755 for (i = 0; i < tex_type_count; ++i) {
2756 if (priv->depth_blt_fprogram_id[i]) {
2757 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
2762 HeapFree(GetProcessHeap(), 0, This->shader_priv);
2765 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
2769 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2771 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2772 * then overwrite the shader specific ones
2774 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2776 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2777 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2778 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2779 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
2782 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2783 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2784 pCaps->PixelShader1xMaxValue = 8.0;
2785 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2786 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
2789 pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
2792 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2794 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2796 TRACE("Checking support for color_fixup:\n");
2797 dump_color_fixup_desc(fixup);
2800 /* We support everything except YUV conversions. */
2801 if (!is_yuv_fixup(fixup))
2807 TRACE("[FAILED]\n");
2811 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2813 char write_mask[20], regstr[50];
2814 SHADER_BUFFER *buffer = ins->ctx->buffer;
2815 BOOL is_color = FALSE;
2816 const struct wined3d_shader_dst_param *dst;
2818 if (!ins->dst_count) return;
2822 if(shift == 0) return; /* Saturate alone is handled by the instructions */
2824 shader_arb_get_write_mask(ins, dst, write_mask);
2825 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
2827 /* Generate a line that does the output modifier computation
2828 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
2829 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
2831 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
2832 regstr, write_mask, regstr, shift_tab[shift]);
2835 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2837 /* WINED3DSIH_ABS */ shader_hw_map2gl,
2838 /* WINED3DSIH_ADD */ shader_hw_map2gl,
2839 /* WINED3DSIH_BEM */ pshader_hw_bem,
2840 /* WINED3DSIH_BREAK */ NULL,
2841 /* WINED3DSIH_BREAKC */ NULL,
2842 /* WINED3DSIH_BREAKP */ NULL,
2843 /* WINED3DSIH_CALL */ NULL,
2844 /* WINED3DSIH_CALLNZ */ NULL,
2845 /* WINED3DSIH_CMP */ pshader_hw_cmp,
2846 /* WINED3DSIH_CND */ pshader_hw_cnd,
2847 /* WINED3DSIH_CRS */ shader_hw_map2gl,
2848 /* WINED3DSIH_DCL */ NULL,
2849 /* WINED3DSIH_DEF */ NULL,
2850 /* WINED3DSIH_DEFB */ NULL,
2851 /* WINED3DSIH_DEFI */ NULL,
2852 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
2853 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
2854 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
2855 /* WINED3DSIH_DST */ shader_hw_map2gl,
2856 /* WINED3DSIH_DSX */ shader_hw_map2gl,
2857 /* WINED3DSIH_DSY */ NULL,
2858 /* WINED3DSIH_ELSE */ NULL,
2859 /* WINED3DSIH_ENDIF */ NULL,
2860 /* WINED3DSIH_ENDLOOP */ NULL,
2861 /* WINED3DSIH_ENDREP */ NULL,
2862 /* WINED3DSIH_EXP */ shader_hw_map2gl,
2863 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
2864 /* WINED3DSIH_FRC */ shader_hw_map2gl,
2865 /* WINED3DSIH_IF */ NULL,
2866 /* WINED3DSIH_IFC */ NULL,
2867 /* WINED3DSIH_LABEL */ NULL,
2868 /* WINED3DSIH_LIT */ shader_hw_map2gl,
2869 /* WINED3DSIH_LOG */ shader_hw_map2gl,
2870 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
2871 /* WINED3DSIH_LOOP */ NULL,
2872 /* WINED3DSIH_LRP */ shader_hw_lrp,
2873 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
2874 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
2875 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
2876 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
2877 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
2878 /* WINED3DSIH_MAD */ shader_hw_map2gl,
2879 /* WINED3DSIH_MAX */ shader_hw_map2gl,
2880 /* WINED3DSIH_MIN */ shader_hw_map2gl,
2881 /* WINED3DSIH_MOV */ shader_hw_mov,
2882 /* WINED3DSIH_MOVA */ shader_hw_mov,
2883 /* WINED3DSIH_MUL */ shader_hw_map2gl,
2884 /* WINED3DSIH_NOP */ shader_hw_nop,
2885 /* WINED3DSIH_NRM */ shader_hw_nrm,
2886 /* WINED3DSIH_PHASE */ NULL,
2887 /* WINED3DSIH_POW */ shader_hw_map2gl,
2888 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
2889 /* WINED3DSIH_REP */ NULL,
2890 /* WINED3DSIH_RET */ NULL,
2891 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
2892 /* WINED3DSIH_SETP */ NULL,
2893 /* WINED3DSIH_SGE */ shader_hw_map2gl,
2894 /* WINED3DSIH_SGN */ shader_hw_sgn,
2895 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
2896 /* WINED3DSIH_SLT */ shader_hw_map2gl,
2897 /* WINED3DSIH_SUB */ shader_hw_map2gl,
2898 /* WINED3DSIH_TEX */ pshader_hw_tex,
2899 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
2900 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
2901 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
2902 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
2903 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
2904 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
2905 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
2906 /* WINED3DSIH_TEXLDD */ NULL,
2907 /* WINED3DSIH_TEXLDL */ NULL,
2908 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
2909 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
2910 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
2911 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
2912 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
2913 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
2914 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
2915 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
2916 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
2917 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
2918 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
2919 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
2922 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
2924 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
2926 WORD flag = (1 << idx);
2927 const local_constant *constant;
2928 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2930 if(This->baseShader.reg_maps.local_bool_consts & flag)
2932 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
2933 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
2935 if (constant->idx == idx)
2937 return constant->value[0];
2940 ERR("Local constant not found\n");
2945 if(vshader) bools = priv->cur_vs_args->bools;
2946 else bools = priv->cur_ps_args->bools;
2947 return bools & flag;
2951 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
2952 SHADER_HANDLER hw_fct;
2953 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2954 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2955 struct if_frame *if_frame;
2956 SHADER_BUFFER *buffer = ins->ctx->buffer;
2959 if(ins->handler_idx == WINED3DSIH_IF)
2961 if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
2962 list_add_head(&priv->if_frames, &if_frame->entry);
2964 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
2966 shader_addline(buffer, "#if(FALSE){\n");
2968 if_frame->muting = TRUE;
2970 else shader_addline(buffer, "#if(TRUE) {\n");
2972 return; /* Instruction is handled */
2974 else if(ins->handler_idx == WINED3DSIH_IFC)
2976 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
2977 if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
2978 if_frame->ifc = TRUE;
2979 list_add_head(&priv->if_frames, &if_frame->entry);
2981 else if(ins->handler_idx == WINED3DSIH_ELSE)
2983 struct list *e = list_head(&priv->if_frames);
2984 if_frame = LIST_ENTRY(e, struct if_frame, entry);
2986 if(if_frame->ifc == FALSE)
2988 shader_addline(buffer, "#} else {\n");
2989 if(!priv->muted && !if_frame->muting)
2992 if_frame->muting = TRUE;
2994 else if(if_frame->muting) priv->muted = FALSE;
2995 return; /* Instruction is handled. */
2997 /* In case of an ifc, generate a HW shader instruction */
2999 else if(ins->handler_idx == WINED3DSIH_ENDIF)
3001 struct list *e = list_head(&priv->if_frames);
3002 if_frame = LIST_ENTRY(e, struct if_frame, entry);
3006 shader_addline(buffer, "#} endif\n");
3007 if(if_frame->muting) priv->muted = FALSE;
3008 list_remove(&if_frame->entry);
3009 HeapFree(GetProcessHeap(), 0, if_frame);
3010 return; /* Instruction is handled */
3014 list_remove(&if_frame->entry);
3015 HeapFree(GetProcessHeap(), 0, if_frame);
3016 /* ifc - generate a hw endif */
3020 if(priv->muted) return;
3022 /* Select handler */
3023 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
3025 /* Unhandled opcode */
3028 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
3033 shader_arb_add_instruction_modifiers(ins);
3036 const shader_backend_t arb_program_shader_backend = {
3037 shader_arb_handle_instruction,
3039 shader_arb_select_depth_blt,
3040 shader_arb_deselect_depth_blt,
3041 shader_arb_update_float_vertex_constants,
3042 shader_arb_update_float_pixel_constants,
3043 shader_arb_load_constants,
3044 shader_arb_load_np2fixup_constants,
3048 shader_arb_dirty_const,
3049 shader_arb_get_caps,
3050 shader_arb_color_fixup_supported,
3053 /* ARB_fragment_program fixed function pipeline replacement definitions */
3054 #define ARB_FFP_CONST_TFACTOR 0
3055 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
3056 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
3057 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
3058 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
3060 struct arbfp_ffp_desc
3062 struct ffp_frag_desc parent;
3064 unsigned int num_textures_used;
3067 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
3070 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3071 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3073 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3074 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3079 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
3080 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3081 struct shader_arb_priv *priv;
3082 /* Share private data between the shader backend and the pipeline replacement, if both
3083 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
3084 * if no pixel shader is bound or not
3086 if(This->shader_backend == &arb_program_shader_backend) {
3087 This->fragment_priv = This->shader_priv;
3089 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
3090 if(!This->fragment_priv) return E_OUTOFMEMORY;
3092 priv = This->fragment_priv;
3093 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
3095 ERR("Failed to initialize rbtree.\n");
3096 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
3097 return E_OUTOFMEMORY;
3099 priv->use_arbfp_fixed_func = TRUE;
3103 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
3105 const WineD3D_GL_Info *gl_info = context;
3106 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
3109 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
3110 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
3111 HeapFree(GetProcessHeap(), 0, entry_arb);
3115 static void arbfp_free(IWineD3DDevice *iface) {
3116 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3117 struct shader_arb_priv *priv = This->fragment_priv;
3119 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
3120 priv->use_arbfp_fixed_func = FALSE;
3122 if(This->shader_backend != &arb_program_shader_backend) {
3123 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
3127 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
3129 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
3130 WINED3DTEXOPCAPS_SELECTARG1 |
3131 WINED3DTEXOPCAPS_SELECTARG2 |
3132 WINED3DTEXOPCAPS_MODULATE4X |
3133 WINED3DTEXOPCAPS_MODULATE2X |
3134 WINED3DTEXOPCAPS_MODULATE |
3135 WINED3DTEXOPCAPS_ADDSIGNED2X |
3136 WINED3DTEXOPCAPS_ADDSIGNED |
3137 WINED3DTEXOPCAPS_ADD |
3138 WINED3DTEXOPCAPS_SUBTRACT |
3139 WINED3DTEXOPCAPS_ADDSMOOTH |
3140 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
3141 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
3142 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
3143 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
3144 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
3145 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
3146 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
3147 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
3148 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
3149 WINED3DTEXOPCAPS_DOTPRODUCT3 |
3150 WINED3DTEXOPCAPS_MULTIPLYADD |
3151 WINED3DTEXOPCAPS_LERP |
3152 WINED3DTEXOPCAPS_BUMPENVMAP |
3153 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
3155 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
3157 caps->MaxTextureBlendStages = 8;
3158 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
3160 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
3162 #undef GLINFO_LOCATION
3164 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
3165 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3167 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3169 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
3170 * application provided constants
3172 if(device->shader_backend == &arb_program_shader_backend) {
3173 if (use_ps(stateblock)) return;
3175 device = stateblock->wineD3DDevice;
3176 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
3177 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
3180 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
3181 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
3182 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
3186 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3188 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3190 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
3191 * application provided constants
3193 if(device->shader_backend == &arb_program_shader_backend) {
3194 if (use_ps(stateblock)) return;
3196 device = stateblock->wineD3DDevice;
3197 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
3198 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
3201 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
3202 /* The specular color has no alpha */
3203 col[0] = 1.0; col[1] = 1.0;
3204 col[2] = 1.0; col[3] = 0.0;
3206 col[0] = 0.0; col[1] = 0.0;
3207 col[2] = 0.0; col[3] = 0.0;
3209 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
3210 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
3213 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3214 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3215 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3218 if (use_ps(stateblock))
3221 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3222 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3225 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
3226 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3230 if(device->shader_backend == &arb_program_shader_backend) {
3231 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
3234 } else if(device->shader_backend == &arb_program_shader_backend) {
3235 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
3236 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
3239 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
3240 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
3241 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
3242 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
3244 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
3245 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
3248 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3249 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3250 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3253 if (use_ps(stateblock))
3256 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3257 /* The pixel shader has to know the luminance offset. Do a constants update if it
3258 * isn't scheduled anyway
3260 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
3261 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3265 if(device->shader_backend == &arb_program_shader_backend) {
3266 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
3269 } else if(device->shader_backend == &arb_program_shader_backend) {
3270 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
3271 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
3274 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
3275 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
3279 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
3280 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
3283 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
3286 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
3288 switch(arg & WINED3DTA_SELECTMASK) {
3289 case WINED3DTA_DIFFUSE:
3290 ret = "fragment.color.primary"; break;
3292 case WINED3DTA_CURRENT:
3293 if(stage == 0) ret = "fragment.color.primary";
3297 case WINED3DTA_TEXTURE:
3299 case 0: ret = "tex0"; break;
3300 case 1: ret = "tex1"; break;
3301 case 2: ret = "tex2"; break;
3302 case 3: ret = "tex3"; break;
3303 case 4: ret = "tex4"; break;
3304 case 5: ret = "tex5"; break;
3305 case 6: ret = "tex6"; break;
3306 case 7: ret = "tex7"; break;
3307 default: ret = "unknown texture";
3311 case WINED3DTA_TFACTOR:
3312 ret = "tfactor"; break;
3314 case WINED3DTA_SPECULAR:
3315 ret = "fragment.color.secondary"; break;
3317 case WINED3DTA_TEMP:
3318 ret = "tempreg"; break;
3320 case WINED3DTA_CONSTANT:
3321 FIXME("Implement perstage constants\n");
3323 case 0: ret = "const0"; break;
3324 case 1: ret = "const1"; break;
3325 case 2: ret = "const2"; break;
3326 case 3: ret = "const3"; break;
3327 case 4: ret = "const4"; break;
3328 case 5: ret = "const5"; break;
3329 case 6: ret = "const6"; break;
3330 case 7: ret = "const7"; break;
3331 default: ret = "unknown constant";
3339 if(arg & WINED3DTA_COMPLEMENT) {
3340 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
3341 if(argnum == 0) ret = "arg0";
3342 if(argnum == 1) ret = "arg1";
3343 if(argnum == 2) ret = "arg2";
3345 if(arg & WINED3DTA_ALPHAREPLICATE) {
3346 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
3347 if(argnum == 0) ret = "arg0";
3348 if(argnum == 1) ret = "arg1";
3349 if(argnum == 2) ret = "arg2";
3354 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
3355 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
3356 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
3357 unsigned int mul = 1;
3358 BOOL mul_final_dest = FALSE;
3360 if(color && alpha) dstmask = "";
3361 else if(color) dstmask = ".xyz";
3362 else dstmask = ".w";
3364 if(dst == tempreg) dstreg = "tempreg";
3365 else dstreg = "ret";
3367 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
3368 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
3369 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
3372 case WINED3DTOP_DISABLE:
3373 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
3376 case WINED3DTOP_SELECTARG2:
3378 case WINED3DTOP_SELECTARG1:
3379 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
3382 case WINED3DTOP_MODULATE4X:
3384 case WINED3DTOP_MODULATE2X:
3386 if(strcmp(dstreg, "result.color") == 0) {
3388 mul_final_dest = TRUE;
3390 case WINED3DTOP_MODULATE:
3391 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3394 case WINED3DTOP_ADDSIGNED2X:
3396 if(strcmp(dstreg, "result.color") == 0) {
3398 mul_final_dest = TRUE;
3400 case WINED3DTOP_ADDSIGNED:
3401 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
3403 case WINED3DTOP_ADD:
3404 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3407 case WINED3DTOP_SUBTRACT:
3408 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
3411 case WINED3DTOP_ADDSMOOTH:
3412 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
3413 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
3416 case WINED3DTOP_BLENDCURRENTALPHA:
3417 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
3418 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3420 case WINED3DTOP_BLENDFACTORALPHA:
3421 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
3422 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3424 case WINED3DTOP_BLENDTEXTUREALPHA:
3425 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
3426 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3428 case WINED3DTOP_BLENDDIFFUSEALPHA:
3429 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
3430 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3433 case WINED3DTOP_BLENDTEXTUREALPHAPM:
3434 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
3435 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
3436 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
3439 /* D3DTOP_PREMODULATE ???? */
3441 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3442 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
3443 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
3445 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3446 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
3448 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3449 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
3450 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
3452 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3453 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
3456 case WINED3DTOP_DOTPRODUCT3:
3458 if(strcmp(dstreg, "result.color") == 0) {
3460 mul_final_dest = TRUE;
3462 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
3463 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
3464 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
3467 case WINED3DTOP_MULTIPLYADD:
3468 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
3471 case WINED3DTOP_LERP:
3472 /* The msdn is not quite right here */
3473 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
3476 case WINED3DTOP_BUMPENVMAP:
3477 case WINED3DTOP_BUMPENVMAPLUMINANCE:
3478 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
3482 FIXME("Unhandled texture op %08x\n", op);
3486 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
3487 } else if(mul == 4) {
3488 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
3492 /* The stateblock is passed for GLINFO_LOCATION */
3493 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
3496 SHADER_BUFFER buffer;
3497 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3498 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3499 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
3500 const char *textype;
3501 const char *instr, *sat;
3502 char colorcor_dst[8];
3504 DWORD arg0, arg1, arg2;
3505 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
3507 const char *final_combiner_src = "ret";
3509 /* Find out which textures are read */
3510 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3511 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
3512 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
3513 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
3514 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
3515 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3516 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3517 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3519 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
3520 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
3521 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
3522 bump_used[stage] = TRUE;
3523 tex_read[stage] = TRUE;
3525 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3526 bump_used[stage] = TRUE;
3527 tex_read[stage] = TRUE;
3528 luminance_used[stage] = TRUE;
3529 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
3530 tfactor_used = TRUE;
3533 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
3534 tfactor_used = TRUE;
3537 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
3538 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
3539 tempreg_used = TRUE;
3542 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
3543 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
3544 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
3545 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
3546 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3547 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3548 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
3550 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
3551 tempreg_used = TRUE;
3553 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
3554 tfactor_used = TRUE;
3559 shader_buffer_init(&buffer);
3561 shader_addline(&buffer, "!!ARBfp1.0\n");
3563 switch(settings->fog) {
3564 case FOG_OFF: break;
3565 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
3566 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
3567 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
3568 default: FIXME("Unexpected fog setting %d\n", settings->fog);
3571 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
3572 shader_addline(&buffer, "TEMP TMP;\n");
3573 shader_addline(&buffer, "TEMP ret;\n");
3574 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
3575 shader_addline(&buffer, "TEMP arg0;\n");
3576 shader_addline(&buffer, "TEMP arg1;\n");
3577 shader_addline(&buffer, "TEMP arg2;\n");
3578 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3579 if(!tex_read[stage]) continue;
3580 shader_addline(&buffer, "TEMP tex%u;\n", stage);
3581 if(!bump_used[stage]) continue;
3582 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
3583 if(!luminance_used[stage]) continue;
3584 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
3587 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
3589 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
3591 if(settings->sRGB_write) {
3592 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3593 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3594 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3595 srgb_sub_high, 0.0, 0.0, 0.0);
3598 /* Generate texture sampling instructions) */
3599 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
3600 if(!tex_read[stage]) continue;
3602 switch(settings->op[stage].tex_type) {
3603 case tex_1d: textype = "1D"; break;
3604 case tex_2d: textype = "2D"; break;
3605 case tex_3d: textype = "3D"; break;
3606 case tex_cube: textype = "CUBE"; break;
3607 case tex_rect: textype = "RECT"; break;
3608 default: textype = "unexpected_textype"; break;
3611 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
3612 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3618 if(settings->op[stage].projected == proj_none) {
3620 } else if(settings->op[stage].projected == proj_count4 ||
3621 settings->op[stage].projected == proj_count3) {
3624 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
3629 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
3630 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
3631 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
3632 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
3633 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
3634 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
3636 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3637 * so multiply the displacement with the dividing parameter before passing it to TXP
3639 if (settings->op[stage].projected != proj_none) {
3640 if(settings->op[stage].projected == proj_count4) {
3641 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
3642 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
3644 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
3645 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
3648 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
3651 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3652 instr, sat, stage, stage, textype);
3653 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3654 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
3655 stage - 1, stage - 1, stage - 1);
3656 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
3658 } else if(settings->op[stage].projected == proj_count3) {
3659 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
3660 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
3661 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3662 instr, sat, stage, stage, textype);
3664 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
3665 instr, sat, stage, stage, stage, textype);
3668 sprintf(colorcor_dst, "tex%u", stage);
3669 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
3670 settings->op[stage].color_fixup);
3673 /* Generate the main shader */
3674 for(stage = 0; stage < MAX_TEXTURES; stage++) {
3675 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
3677 final_combiner_src = "fragment.color.primary";
3682 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3683 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3684 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
3685 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3686 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3687 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
3688 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3689 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3690 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
3691 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3692 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3693 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
3695 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
3696 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
3697 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
3698 settings->op[stage].carg2 == settings->op[stage].aarg2;
3701 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
3702 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3703 settings->op[stage].cop, settings->op[stage].carg0,
3704 settings->op[stage].carg1, settings->op[stage].carg2);
3706 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
3708 } else if(op_equal) {
3709 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
3710 settings->op[stage].cop, settings->op[stage].carg0,
3711 settings->op[stage].carg1, settings->op[stage].carg2);
3713 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3714 settings->op[stage].cop, settings->op[stage].carg0,
3715 settings->op[stage].carg1, settings->op[stage].carg2);
3716 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
3717 settings->op[stage].aop, settings->op[stage].aarg0,
3718 settings->op[stage].aarg1, settings->op[stage].aarg2);
3722 if(settings->sRGB_write) {
3723 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3724 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
3726 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3730 shader_addline(&buffer, "END\n");
3732 /* Generate the shader */
3733 GL_EXTCALL(glGenProgramsARB(1, &ret));
3734 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3735 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3737 if (glGetError() == GL_INVALID_OPERATION) {
3739 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3740 FIXME("Fragment program error at position %d: %s\n", pos,
3741 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3743 shader_buffer_free(&buffer);
3747 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3748 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3749 struct shader_arb_priv *priv = device->fragment_priv;
3750 BOOL use_pshader = use_ps(stateblock);
3751 BOOL use_vshader = use_vs(stateblock);
3752 struct ffp_frag_settings settings;
3753 const struct arbfp_ffp_desc *desc;
3756 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3758 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3759 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3760 /* Reload fixed function constants since they collide with the pixel shader constants */
3761 for(i = 0; i < MAX_TEXTURES; i++) {
3762 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3764 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3765 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3766 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3767 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3773 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3774 gen_ffp_frag_op(stateblock, &settings, FALSE);
3775 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
3777 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3780 ERR("Out of memory\n");
3783 new_desc->num_textures_used = 0;
3784 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3785 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3786 new_desc->num_textures_used = i;
3789 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3790 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3791 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
3792 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3796 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3797 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3800 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3801 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3802 priv->current_fprogram_id = desc->shader;
3804 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3805 /* Reload fixed function constants since they collide with the pixel shader constants */
3806 for(i = 0; i < MAX_TEXTURES; i++) {
3807 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3809 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3810 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3812 context->last_was_pshader = FALSE;
3814 context->last_was_pshader = TRUE;
3817 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3818 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3819 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3820 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3821 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3823 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3826 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3827 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3829 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3830 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3834 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3838 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3839 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3840 * state table, so we need to handle that with a forwarding function. The other invisible side effect
3841 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3842 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3844 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3845 enum fogsource new_source;
3847 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3849 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3850 fragment_prog_arbfp(state, stateblock, context);
3853 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3855 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3856 if(use_vs(stateblock)) {
3857 new_source = FOGSOURCE_VS;
3859 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3860 new_source = FOGSOURCE_COORD;
3862 new_source = FOGSOURCE_FFP;
3866 new_source = FOGSOURCE_FFP;
3868 if(new_source != context->fog_source) {
3869 context->fog_source = new_source;
3870 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3874 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3875 if(!isStateDirty(context, STATE_PIXELSHADER)) {
3876 fragment_prog_arbfp(state, stateblock, context);
3880 #undef GLINFO_LOCATION
3882 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3883 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
3884 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3885 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3886 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3887 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3888 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3889 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3890 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3891 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3892 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3893 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3894 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3895 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3896 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3897 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3898 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3899 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3900 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3901 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3902 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3903 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3904 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3905 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3906 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3907 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3908 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3909 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3910 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3911 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3912 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3913 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3914 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3915 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3916 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3917 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3918 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3919 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3920 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3921 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3922 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3923 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3924 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3925 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3926 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3927 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3928 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3929 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3930 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3931 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3932 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3933 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3934 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3935 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3936 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3937 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3938 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3939 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3940 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3941 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3942 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3943 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3944 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3945 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3946 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3947 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3948 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3949 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3950 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3951 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3952 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3953 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3954 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3955 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3956 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3957 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3958 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3959 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3960 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3961 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3962 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3963 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3964 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3965 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3966 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3967 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3968 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3969 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3970 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3971 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3972 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3973 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3974 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3975 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3976 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3977 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3978 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3979 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3980 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3981 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3982 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3983 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3984 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3985 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3986 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3987 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3988 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
3989 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3990 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3991 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3992 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3993 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3994 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3995 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3996 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3997 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
3998 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
3999 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4000 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4001 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
4002 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4003 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
4004 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
4005 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
4006 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
4007 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
4008 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
4009 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
4010 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
4011 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
4012 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4013 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4014 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4015 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
4016 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
4017 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
4018 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
4019 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
4020 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
4021 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4022 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4023 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4024 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4025 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4026 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4027 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4028 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
4029 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
4030 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4033 const struct fragment_pipeline arbfp_fragment_pipeline = {
4038 shader_arb_color_fixup_supported,
4039 arbfp_fragmentstate_template,
4040 TRUE /* We can disable projected textures */
4043 #define GLINFO_LOCATION device->adapter->gl_info
4045 struct arbfp_blit_priv {
4046 GLenum yuy2_rect_shader, yuy2_2d_shader;
4047 GLenum uyvy_rect_shader, uyvy_2d_shader;
4048 GLenum yv12_rect_shader, yv12_2d_shader;
4051 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
4052 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4053 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
4054 if(!device->blit_priv) {
4055 ERR("Out of memory\n");
4056 return E_OUTOFMEMORY;
4060 static void arbfp_blit_free(IWineD3DDevice *iface) {
4061 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4062 struct arbfp_blit_priv *priv = device->blit_priv;
4065 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
4066 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
4067 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
4068 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
4069 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
4070 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
4071 checkGLcall("Delete yuv programs\n");
4075 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
4078 const char *tex, *texinstr;
4080 if (yuv_fixup == YUV_FIXUP_UYVY) {
4088 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
4089 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
4091 /* This is more tricky than just replacing the texture type - we have to navigate
4092 * properly in the texture to find the correct chroma values
4094 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
4098 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
4099 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
4100 * filtering when we sample the texture.
4102 * These are the rules for reading the chroma:
4108 * So we have to get the sampling x position in non-normalized coordinates in integers
4110 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
4111 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
4112 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
4114 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
4116 /* We must not allow filtering between pixel x and x+1, this would mix U and V
4117 * Vertical filtering is ok. However, bear in mind that the pixel center is at
4120 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
4121 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
4123 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
4124 * even and odd pixels respectively
4126 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
4127 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
4129 /* Sample Pixel 1 */
4130 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
4132 /* Put the value into either of the chroma values */
4133 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
4134 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
4135 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
4136 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
4138 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
4139 * the pixel right to the current one. Otherwise, sample the left pixel.
4140 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
4142 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
4143 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
4144 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
4146 /* Put the value into the other chroma */
4147 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
4148 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
4149 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
4150 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
4152 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
4153 * the current one and lerp the two U and V values
4156 /* This gives the correctly filtered luminance value */
4157 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
4162 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
4167 case GL_TEXTURE_2D: tex = "2D"; break;
4168 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
4170 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
4174 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
4175 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
4176 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
4177 * pitch of the luminance plane, the packing into the gl texture is a bit
4178 * unfortunate. If the whole texture is interpreted as luminance data it looks
4179 * approximately like this:
4181 * +----------------------------------+----
4193 * +----------------+-----------------+----
4195 * | U even rows | U odd rows |
4197 * +----------------+------------------ -
4199 * | V even rows | V odd rows |
4201 * +----------------+-----------------+----
4205 * So it appears as if there are 4 chroma images, but in fact the odd rows
4206 * in the chroma images are in the same row as the even ones. So its is
4207 * kinda tricky to read
4209 * When reading from rectangle textures, keep in mind that the input y coordinates
4210 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
4212 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
4213 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
4215 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
4216 /* the chroma planes have only half the width */
4217 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
4219 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
4220 * the coordinate. Also read the right side of the image when reading odd lines
4222 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
4225 if(textype == GL_TEXTURE_2D) {
4227 shader_addline(buffer, "RCP chroma.w, size.y;\n");
4229 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
4231 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
4232 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
4234 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
4235 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
4236 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
4237 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
4238 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
4240 /* clamp, keep the half pixel origin in mind */
4241 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
4242 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
4243 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
4244 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4246 /* Read from [size - size+size/4] */
4247 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
4248 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
4250 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
4251 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
4252 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
4253 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
4254 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
4255 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
4257 /* Make sure to read exactly from the pixel center */
4258 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
4259 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
4262 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
4263 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
4264 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4265 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
4266 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
4268 /* Read the texture, put the result into the output register */
4269 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
4270 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
4272 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
4273 * No need to clamp because we're just reusing the already clamped value from above
4275 if(textype == GL_TEXTURE_2D) {
4276 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
4278 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
4280 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
4281 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
4283 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
4284 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
4285 * values due to filtering
4287 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
4288 if(textype == GL_TEXTURE_2D) {
4289 /* Multiply the y coordinate by 2/3 and clamp it */
4290 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
4291 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
4292 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
4293 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
4295 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
4296 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
4299 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
4300 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
4301 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
4308 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
4311 SHADER_BUFFER buffer;
4312 char luminance_component;
4313 struct arbfp_blit_priv *priv = device->blit_priv;
4316 shader_buffer_init(&buffer);
4319 GL_EXTCALL(glGenProgramsARB(1, &shader));
4320 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
4321 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
4322 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
4325 shader_buffer_free(&buffer);
4329 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
4330 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
4331 * two chroma(U and V) values. Each macropixel has two luminance values, one for
4332 * each single pixel it contains, and one U and one V value shared between both
4335 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
4336 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
4337 * take the format into account when generating the read swizzles
4339 * Reading the Y value is straightforward - just sample the texture. The hardware
4340 * takes care of filtering in the horizontal and vertical direction.
4342 * Reading the U and V values is harder. We have to avoid filtering horizontally,
4343 * because that would mix the U and V values of one pixel or two adjacent pixels.
4344 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
4345 * regardless of the filtering setting. Vertical filtering works automatically
4346 * though - the U and V values of two rows are mixed nicely.
4348 * Appart of avoiding filtering issues, the code has to know which value it just
4349 * read, and where it can find the other one. To determine this, it checks if
4350 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
4352 * Handling horizontal filtering of U and V values requires reading a 2nd pair
4353 * of pixels, extracting U and V and mixing them. This is not implemented yet.
4355 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
4356 * with width / 2. This way one read gives all 3 values, finding U and V is easy
4357 * in an unfiltered situation. Finding the luminance on the other hand requires
4358 * finding out if it is an odd or even pixel. The real drawback of this approach
4359 * is filtering. This would have to be emulated completely in the shader, reading
4360 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
4361 * vertically. Beyond that it would require adjustments to the texture handling
4362 * code to deal with the width scaling
4364 shader_addline(&buffer, "!!ARBfp1.0\n");
4365 shader_addline(&buffer, "TEMP luminance;\n");
4366 shader_addline(&buffer, "TEMP temp;\n");
4367 shader_addline(&buffer, "TEMP chroma;\n");
4368 shader_addline(&buffer, "TEMP texcrd;\n");
4369 shader_addline(&buffer, "TEMP texcrd2;\n");
4370 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
4371 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
4372 shader_addline(&buffer, "PARAM size = program.local[0];\n");
4376 case YUV_FIXUP_UYVY:
4377 case YUV_FIXUP_YUY2:
4378 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
4380 shader_buffer_free(&buffer);
4385 case YUV_FIXUP_YV12:
4386 if (!gen_yv12_read(&buffer, textype, &luminance_component))
4388 shader_buffer_free(&buffer);
4394 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
4395 shader_buffer_free(&buffer);
4399 /* Calculate the final result. Formula is taken from
4400 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
4401 * ranges from -0.5 to 0.5
4403 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
4405 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
4406 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
4407 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
4408 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
4409 shader_addline(&buffer, "END\n");
4412 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
4414 if (glGetError() == GL_INVALID_OPERATION) {
4416 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
4417 FIXME("Fragment program error at position %d: %s\n", pos,
4418 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4420 shader_buffer_free(&buffer);
4425 case YUV_FIXUP_YUY2:
4426 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
4427 else priv->yuy2_2d_shader = shader;
4430 case YUV_FIXUP_UYVY:
4431 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
4432 else priv->uyvy_2d_shader = shader;
4435 case YUV_FIXUP_YV12:
4436 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
4437 else priv->yv12_2d_shader = shader;
4444 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
4445 GLenum textype, UINT width, UINT height)
4448 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4449 float size[4] = {width, height, 1, 1};
4450 struct arbfp_blit_priv *priv = device->blit_priv;
4451 enum yuv_fixup yuv_fixup;
4453 if (!is_yuv_fixup(format_desc->color_fixup))
4456 dump_color_fixup_desc(format_desc->color_fixup);
4457 /* Don't bother setting up a shader for unconverted formats */
4460 checkGLcall("glEnable(textype)");
4465 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
4469 case YUV_FIXUP_YUY2:
4470 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
4473 case YUV_FIXUP_UYVY:
4474 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
4477 case YUV_FIXUP_YV12:
4478 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
4482 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
4485 checkGLcall("glEnable(textype)");
4490 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
4493 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4494 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4495 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
4496 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
4497 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
4498 checkGLcall("glProgramLocalParameter4fvARB");
4504 static void arbfp_blit_unset(IWineD3DDevice *iface) {
4505 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4508 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4509 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4510 glDisable(GL_TEXTURE_2D);
4511 checkGLcall("glDisable(GL_TEXTURE_2D)");
4512 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4513 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4514 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4516 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4517 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4518 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4523 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4525 enum yuv_fixup yuv_fixup;
4527 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4529 TRACE("Checking support for fixup:\n");
4530 dump_color_fixup_desc(fixup);
4533 if (is_identity_fixup(fixup))
4539 /* We only support YUV conversions. */
4540 if (!is_yuv_fixup(fixup))
4542 TRACE("[FAILED]\n");
4546 yuv_fixup = get_yuv_fixup(fixup);
4549 case YUV_FIXUP_YUY2:
4550 case YUV_FIXUP_UYVY:
4551 case YUV_FIXUP_YV12:
4556 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
4557 TRACE("[FAILED]\n");
4562 const struct blit_shader arbfp_blit = {
4567 arbfp_blit_color_fixup_supported,
4570 #undef GLINFO_LOCATION